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Made in nz
Longtime Dakkanaut





Auckland, NZ

Ah, if only tyranids could still take biomancy.
The only way they get access to enfeeble is through allies unfortunately.
It's good advice for the other armies though.
   
Made in us
Regular Dakkanaut





Illinois

Thanks for all the input guys, I brought this up to my buddy and he apologized. We both went over the detachment and his codex just for clarities sake.

I knew the Necrons were powerful but I felt what I was fighting was simply absurd. Thankfully, it should be significantly better from here forward.

8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Happyjew wrote:
Either ignore it (due to speed/maneuverability) or take out the Spyder first. Once it's dead, no RP for Wraiths.

Not so easy as one thinks.
I played 5000 pts Necrons vs 2500 pts Tau plus Mechanicus.
My opponents had the same thought, but my Spyders were still alive at the end of the game.
Putting pressure upon the enemy is key.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Infiltrating Broodlord






I wish I knew which page the mathhammer was, but large quantities of Hormagaunts with Toxin Sacs are actually fairly good against Wraiths point for point due to the sheer volume of wounds they can force on them coupled with a native I5 so they still get their attacks against any whip coils. Worst case scenario they hold the Wraiths up for the rest of the game so the rest of the army can go about its business.
   
Made in ro
Longtime Dakkanaut



Moscow, Russia

 Strat_N8 wrote:
I wish I knew which page the mathhammer was, but large quantities of Hormagaunts with Toxin Sacs are actually fairly good against Wraiths point for point due to the sheer volume of wounds they can force on them coupled with a native I5 so they still get their attacks against any whip coils. Worst case scenario they hold the Wraiths up for the rest of the game so the rest of the army can go about its business.


Yeah they are. 1/2 x 1/2 x 1/3 x 1/2 = 1/24 x 2 = 1/12 wound per Hormagaunt (assuming the Wraiths have Reanimation and the Hormagaunts don't get the charge, so 2 attacks instead of 3; in both alternate cases Hormies do better). So a big blob will kill a Wraith per assault phase.
   
Made in jp
Proud Triarch Praetorian





Looks like everyone has clarified (not actually unkillable, you guys were just playing them wrong),
But for future reference I'm going to repost this here:

WHAT TO DO IF PLAYING AGAINST A
NECRON DECURION


Do:
Spoiler:
- Focus on capturing objectives. (Decurions have zero ObSec. Most games won against Decuri'Crons are done so by out scoring them this way).
- Tie up their shooters in combat. (Your goal is not necessarily to kill them, so much as prevent them from being able to shoot. Necrons are usually most effective when shooting, so if you neuter them that way there's not much they can do. Note: the majority of their shooters are garbage in CC so you don't even really have to worry about your own stuff getting wiped out. Just sic something fast, disposable, and mildly survivable on them and you should be able to effectively remove that unit from the game. Bonus if your own unit is ObSec).
- Load up on AP3. (All their best stuff is 3+. Anything that's good against Marines is usually good against them).
- Take out the Spyder ASAP. (Tomb Blades being next on the target priority list. Then Stalkers. Then Destroyers and Praetorians. Anything else isn't as big a worry).
- Avoid the Deathstar. (It'll probably be combat based and very hard to kill. Luckily it'll probably also be slow. Less so if it has Wraiths. However, if it has Pylons, rush towards it and engage immediately to prevent it from firing a second time... I'm sorry, but I don't think you'll be able to stop that one's first/alpha strike).
- Beware their choppy guys. (Some of them are deceptively lethal, ie. Flayed Ones and Scarabs. Avoid getting caught by anything CC related for as long as you can).
Do not:
Spoiler:
- Aim to table them. (They're tough as nails, it's just going to end in frustration).
- Count on them being slow. (Some of them are. Many of them are not. Don't be surprised if you suddenly have a bunch of guys in your face turn two... or some times even turn one!).
- Expect to steamroll them in combat. (As mentioned above, a lot of their choppy things are actually quite effective in assault, and even their troops are hard to put enough wounds on to reliably lower their leadership to sweep).
- Fall for Wraith bait. (They're not as scary as you think, their primary role is tarpit. They're incredibly hard to kill, especially in a Harvest, so shooting at them may result in a lot of wasted shots. Best bet is to hope to engage them with your own speedy tarpit before they have a chance to catch your best unit and hold it there for the remainder of the game).
- Worry about how to kill Warriors. (Focus on killing the better stuff, they're going to be the ones really putting the hurt on you, and obviously anything that can kill T5 3+ can kill T4 4+ as well).
- Be too concerned with anti-AV. (Necron vehicles aren't that great anymore so many competitive players don't even bother bringing them. Why bother when the real star of the show is your infantry? A couple Meltas in your list should be fine, just in case).
- Stress about Gauss. (Yes, it has the potential to wound/glance anything in the game. The thing is, that only happens on a to-wound/to-pen roll of 6. So they have to be able to hit what they're aiming at, roll a 6 to wound/pen, then hope the target fails its save. Statistically not wonderful odds at doing a lot of damage. Most Necrons players are better off taking things that can do the job more effectively. Note: obviously those measly odds can be helped if you increase their number, so be aware that Warrior spam is a somewhat valid tactic. The good thing is, for it to work well they need to bring a LOT of Warriors, meaning they won't have points left for much of the scarier stuff).

 
   
Made in us
Regular Dakkanaut





Illinois

Guh. Still having trouble with the Decurian. My buddy is being pretty cheesy with his lists, and I think its time for me to take off the kid gloves.

Tyranids, I have been doing much better but still consistently struggling. As now I just send a range warrior squad with gaunts to time up (and keep the gaunts fearless) his wraiths. Which he almost always sends his scarabs along with, which I have found to be very easily handled now that I know I can double them out with most of my melee and range weapons.

However, I'm having trouble trying to deal with his Destroyer cult. Despite my Tyranid mobility. His move, shoot move, heavy gauss weapons are constantly being a problem. I try to send Lictors and Raveners at them, but their 3+ save and their 4+ RP plus their rerolls of one (he sticks a Lord in there with them) makes them annoyingly resilient. If I wasn't taking Venonthropes, he'd wipe out all my MCs by turn two.

The biggest problem I have been having is the traditional Tyranid problem. Getting him into melee without losing all my cirtical units. I use the standard blob: Guants 40-60 (sometimes rippers as well for fun), two squads of 3 warriors (kitted out with boneswords and talons), with two venonthropes, three zoantrhopes and two carnifex with claws and toxin sacs. I blob them straight towards his lines tryint to take advantage of as much cover as I can. But his forces are suprisingly mobile usually able to keep me out of melee by turn two, but his vehicals are a bigger problem for me. I can never get my nerds into melee with them, as he continully kits them. I don't bother with venon cannons because they have never performed for me, even in 4th edition, I found them lackluster.

LIctors are my current primary anti tank units, as I like to deep strike them or infiltrate them near and just goto ground to draw fire and distract shots from my main blob, but on occasion, they survive first turn and can actually charge vehicals. Simply bad luck has prevent me from popping his walkers and skimmers.

Any suggestions on how I should try and change my tactics to handle this?

He almost always takes this list. Decuion: Lord, 2 20 man squads of warriors, 10 immortals, Walker, 2 ghost arcs, Canepek harvest with 6 wraiths and whips, and 6 desyroyers with a desyroyer lord*. Sometimes a Chariot, with a Lord in it.

*The destroyer cult auxillary formation for the decurion. Apperently it allows him to reroll all to hits and to wounds with his heavy gauss weapons. Fraking Necrons.



This message was edited 1 time. Last update was at 2017/02/15 05:33:07


8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third

 
   
Made in jp
Proud Triarch Praetorian





 Tsol wrote:
[Destroyers] their rerolls of one (he sticks a Lord in there with them) makes them annoyingly resilient.
First off, I'm guessing your friend doesn't know how Necrons work, otherwise he'd know Destroyers already come with preferred enemy naturally, so he wouldn't need to attach anything to them to grant that rule.

He almost always takes this list. Decuion: Lord, 2 20 man squads of warriors, 10 immortals, Walker, 2 ghost arcs, Canepek harvest with 6 wraiths and whips, and 6 desyroyers with a desyroyer lord*. Sometimes a Chariot, with a Lord in it.

*The destroyer cult auxillary formation for the decurion. Apperently it allows him to reroll all to hits and to wounds with his heavy gauss weapons.
Secondly, if that's really what he's using, your friend's list is illegal. (Might explain why he's stomping you)

 
   
Made in au
Battle-tested Knight Castellan Pilot





Perth

Yea dude, probably best to start a new thread instead of necromancy.

But,

decurion needs

1x OVERLORD, not lord
2x 10 man warrior squad
5x immortals
3x tomb blades.

This is a basic reclamation legion, it can add in a monolith and lychguard.

But these are the ONLY UNITS that can reroll failed reanimation throws of 1 if they are within 12" of the overlord. Wraiths/Destroyers/anything thats not in the reclamation legion, can NEVER re-roll saving throws of 1 (unless they have Orikan, a named character, with them). Even then RP is not a saving throw so they can NEVER reroll their RP.

The destroyer cult has to have 1x Destroyer Lord and 3x 3 man squads of destroyers (so 9 destroyers) minimum. So he needs at minimum 3 more destroyers.

These all get preferred enemy, which lets him reroll 1's, not everything.

His list is illegal, he cannot take a walker in a decurion without 2x 5 man praetorian squads. The chariot has an overlord not a lord in it. He can take ghost arks as dedicated transports for his warriors in the decurion, but if he is running 20 man blobs he cannot fit them in as its max capacity is 10. So what is he doing with them? If they are not dedicated transports he cannot bring them in a Decurion. He also needs to add 3x tomb blades at minimum to make it a reclamation legion.

Sounds like your friend hasn't bothered to read his codex, as he is still doing multiple things wrong/blatantly cheating.

That being said, it is veeery hard to fight a cheesed out Decurion as Tyranids. Spam flyrants, focus the spyder. Its going to be an uphill battle, even if he ever makes a legal list.

To make his list legal and use what he wants, a list like this will work.

Decurion:

Reclamation legion:
1x overlord (naked)
10x immortals
20x warriors w/ ghost ark
20x warriors w/ ghost ark
3x tomb blades (naked

Aux:
Canoptek harvest
3x scarabs
1x spyder (naked)
6x wraiths w/ coils

Destroyer Cult
1x Destroyer Lord (naked)
3x Destroyers
3x Destroyers
3x Destroyers.

This list is also 1872 points, so over the limit if its an 1850 game. Its also not that great, as the stuff that needs equipment to be good (Overlord and Destroyer Lord) are naked and will die quickly. Also his warriors are footslogging, with ghost arks behind them. Nothing else will be able to ride in them and the warriors themselves cant until they drop below 10 warriors.

This message was edited 4 times. Last update was at 2017/02/15 08:00:40


12,000
 
   
Made in it
Waaagh! Ork Warboss




Italy

Ghost arks can carry max 10 warriors, so in the list above you have to cut 2x10 warriors or the ghost arks, then with the spared points you can field an effective legal decurion.

This message was edited 2 times. Last update was at 2017/02/15 11:56:35


 
   
Made in jp
Proud Triarch Praetorian





If the issue at hand was trying to make the list above good, there's much that could be done to optimize it.
But what the OP was requesting help with was how to fight AGAINST Necrons, not AS them.

Step one: get your friend to look at his codex again, properly this time, and make a legal list (if he's having trouble, show him this thread).
Step two: once he's got something legal optimize your own list by including lots of flyers and anything fast. You desperately want to get into combat with his shooters so they can't shoot. Don't bother trying to kill them, just tie them up.
Step three: assuming your list is going to have a lot of Objective Secured units, make that your priority. (That is how people win against Necrons. By outscoring them, not by tabling them).

 
   
Made in au
Liche Priest Hierophant







 Blackie wrote:
Ghost arks can carry max 10 warriors, so in the list above you have to cut 2x10 warriors or the ghost arks, then with the spared points you can field an effective legal decurion.

You can still take Ghost Arks with more than 10 Warriors, it's just that the Warriors can't embark until they've lost enough models to have a unit size of 10 or less.

In such a list the Ghost Arks would be used to resurrect D3 warriors as well as acts as a blocker and some additional Gauss shots.
   
Made in it
Waaagh! Ork Warboss




Italy

 Matt.Kingsley wrote:
 Blackie wrote:
Ghost arks can carry max 10 warriors, so in the list above you have to cut 2x10 warriors or the ghost arks, then with the spared points you can field an effective legal decurion.

You can still take Ghost Arks with more than 10 Warriors, it's just that the Warriors can't embark until they've lost enough models to have a unit size of 10 or less.

In such a list the Ghost Arks would be used to resurrect D3 warriors as well as acts as a blocker and some additional Gauss shots.


Ok but he exceeded with points and all the models listed were stock with no upgrades, so the list was illegal, and the has to cut the warriors or the arks if he wants to play with that force, without changing the list completely.

 
   
Made in au
Liche Priest Hierophant







 Blackie wrote:
 Matt.Kingsley wrote:
 Blackie wrote:
Ghost arks can carry max 10 warriors, so in the list above you have to cut 2x10 warriors or the ghost arks, then with the spared points you can field an effective legal decurion.

You can still take Ghost Arks with more than 10 Warriors, it's just that the Warriors can't embark until they've lost enough models to have a unit size of 10 or less.

In such a list the Ghost Arks would be used to resurrect D3 warriors as well as acts as a blocker and some additional Gauss shots.


Ok but he exceeded with points and all the models listed were stock with no upgrades, so the list was illegal, and the has to cut the warriors or the arks if he wants to play with that force, without changing the list completely.

All that needs to be done to the list Klowny came up with is to remove 2 Immortals from the unit (their minimum size is 5, so an 8 man unit is entirely legal) to make it a 1850 point list.

If you were referring to the OP's opponent's list... beyond the fact that we don't know the points limit they were playing that list has even more problems with legality.
It isn't even a legal Decurion (no Tomb Blades for one, and the inclusion of Stalker & Lord without the required Formations for another).
Also unless he just didn't mention them... the Harvest seems to also be lacking the requires Spyder and Scarabs.

This message was edited 1 time. Last update was at 2017/02/15 13:02:29


 
   
Made in gb
Longtime Dakkanaut




Take full Battle Company, perhaps with a Raptor Wing as support. Play Maelstrom. Win on objectives.
   
Made in us
Regular Dakkanaut





Illinois

We usually play 1500pts, which is a bit disconcerting. Cause nearly 1900 is not very close to 1500.

8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third

 
   
Made in it
Waaagh! Ork Warboss




Italy

 Matt.Kingsley wrote:


If you were referring to the OP's opponent's list... beyond the fact that we don't know the points limit they were playing that list has even more problems with legality.
It isn't even a legal Decurion (no Tomb Blades for one, and the inclusion of Stalker & Lord without the required Formations for another).
Also unless he just didn't mention them... the Harvest seems to also be lacking the requires Spyder and Scarabs.


You're right, to make that list legal cutting a couple of immortals would be enough, but I was talking about a legal and effective decurion, all those units were listed with no upgrades so in my opinion in order to bring an effective and legal decurion he should have cut the arks or 2x10 warriors. The OP opponent's list is 100% illegal, it's basically a CAD with some bonus taken from the decurion which he couldn't benefit because that was not a proper decurion.

 
   
Made in jp
Proud Triarch Praetorian





Hey Tsol, can we get an update?
Did you tell your friend his list was illegal?
Have you guys played again since then with legal lists? (and did you take into account any of the advice we gave you?)

 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Tsol wrote:
So I am not a competitive player, but I have been running into some issues while fighting Necrons. Normally I just spend some time and think about how or what went wrong and simply try to improve my next game, but I have fought five battles now against Necrons and even the counters I setup aren't cutting it. My opponent is (obviously) using Decurion and canepek harvest. I usually play LSM or Tyranids and I cant find a good counter with either. In particular to the Canepek harvest. His decurion, I just range them. I throw crapptons of heavy bolters or rending claws and I can kill most or make them run, even with their 4+ Reanimation and rerolls of 1. But what I can't seem to kill and keep getting wrecked by is his death star unit of Canepek. He takes 6 wraiths with whips (duh) and usually about 6-9 scarabs and takes a stock spyder. I pump plasma, S8-9 weapons; volleys of Laz cannons and krak missiles and they shrug it off. When he does fail his invul, which has actually been more often than not, his 4+ and rerolls of 1 from the harvest make them nigh invincible. Then throw on the 4+ and rerolls of 1 onto his scarabs and the damn things won't die, even to focus fire blast templets.

My Tyranids have performed even worse. Even when taking 3 carnfixes (melee +toxin sack) were killed by second round of combat. Even when I threw in hormogaunts with toxin sacs, with warriors with boneswords (trying to get instant death) he passes most saves, and never fails his 4+RP and rerolls of 1s. No joke, in the five games I've played, I have killed one of his wraiths. In total. So I am curious to see/hear what you guys do to counter this kind of death star.


Honestly i'm more the opposite. I hope they take the canoptek wraiths and avoid things like the destroyers and the slow moving lychguard. Lychguard just don't seem to die and i mostly haven't faced them in combat with anything super powerful in melee (might need talos to kill em). You see i take dark eldar and killing wraiths and tomb spiders with mass firepower is hard but possible. Using empty raiders as blockades for melee units is also good and focus firing and out-maneuvering the enemy army. If i had to say it's the destroyers that bother me most in that army and nothing else. Lychguard i can just avoid with everything pretty much. Immortals and flayed ones i can kill but the immortals are a bit tougher (melee tends to do certain necrons in and ranged poison shots get the rest).

Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in us
Regular Dakkanaut





Illinois

We play once a week. Usually every Wednesday. I have been doing better as I have been going sheer numbers over quality of troops and despite his strong guns and hardy nature, Venonthropes and lines of guants giving those sweet 3 and 4+ cover saves are making my troops much more survivable. But my other friends, not so much.

To be frank if I wanted to actually fight dirty (aka be cheap) I'd play Space Marine and Guard: Guard gun line with Ageis and lots of arty, a Basilisk, Manticore and a crappton of guardsmen probably 100. Then kit out my space marines as counter tactics and mobility. I haven't tried doing these things because our group is a very casual fun and close friends who just like the game. Also, Tyranids are my favorite army (playstyle and looks [despite my shitton of SM]

I don't mind losing, as I know Tyranids are not competitive but are super fun to play. But it would be nice just to kill some of his Necrons. My biggest fear is he is not doing his lists, detachments or rules right. I'm starting to suspect this because three of my other friends have been complaining to me that his Necrons are unbeatable. Saying they are getting tabled by turn two in 1500 point games. This raised my eyebrow a bit (as I am the most veteran of the group) so I've been trying to play him exclusively instead of my other friends to see whats going on.

The last couple games, he has been putting down very large amounts of troops and vehicles with lots of special characters, and he is outnumbering and outclassing every force he faces. I think I'm going to have to ask him to show me his lists and point values, because I don't think he is doing his army listing right as well as his weapons. Again, I don't think he is cheating intentionally, I personally am starting to think he is not tally his points correctly and/or not following his detachment/army list rules proper.

I just started reading up on the Necron Codex and I fear my suspicions are correct: as the second to last game we played was a small 1200 point battle. And I took a demi company with a command squad and termie captain with modest upgrades. Barely squeezing the formation in. He put down nearly twice as many models, with special characters. I suspected he might have misheard the point values but he assured me they were accurate. Reading the Necron Codex now, I'm fairly confident he is not tallying properly: He took a CAD along with a Canpek Harvest formation. Specifically:
2 Crypteks,
Orikan, with the staff of Light thing which removes stealth (i know cause he used it first turn)
2 10 man warriors squads, each with a Ghost Ark
a Squad of 5 deathmarks
A Spyder
Triarch Stalker
A 10 man squad of those jump infantry with the assault rods and 3++ invuls shields
Canoptek formation
3 wraiths
units of scarabs
and spyder


What horrified me was the sheer amount of AP3 weapony he had and how it was equal or outranged all my own weapons. As I've been told and have experienced that most of thier stuff is short to medium range. I'm reading the Necron codex now to double check his point values and his weaponry.

This message was edited 4 times. Last update was at 2017/02/18 05:30:41


8th Overhaul!
Over 18,000 SM
Over 7000 Tyranids
About 3000 Genestealer cult
About 6000 IG
About 2500 Chaos
About 5000 Skitarii/Admech *Current focus
About 3000 Deamons
2 Imperial Knigts... Soon to be a third

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Necrons are the worst army for me to face in a tournament, they're rediculously tough. They're usually the army that keeps my Space Wolves out of top spot contention - I have never had a tournament match end naturally against Necrons and it's not because the Cron player is playing slow, it's because Necrons almost always maintain a high model count, nearly always have saving throws, after which they nearly always have RP. Then always have rapid-fire due to relentless, since they're so survivable people take CAD and have obj sec meaning they have to be destroyed off objectives.

I've seen three successful Tyranid tactics for facing Necrons.
-The first was pure Tyranids in a casual match and an absolute grinder, podded blocker Carnifexes between the 'Crons and objectives, ran Obj Sec Termagaunts onto the no-man's land objectives then just spawned more Gaunts to hold the Necrons back, lost on Kill Points but won on Objectives and got lucky on the Maelstrom draw.
Second one was Flyrant Spam, killed off the HQs, Ghost Arks and Spiders by turn three, turn four was pretty much formality.
Third guy tarpitted the Crons in Genestealer Cult.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in jp
Proud Triarch Praetorian





So according to what you said, his 1200 point list consisted of-
Spoiler:
2 Crypteks:
Orikan : 120
[Cryptek] with the staff of Light thing which removes stealth (i know cause he used it first turn) [assuming you meant the Solar Staff, it does not remove Stealth- "Solar Pulse: Once per game, at the start of any turn, the bearer can use this special rule. When he does, the Night Fighting rules are not in effect for the remainder of the turn (if they were in effect). In addition, when this special rule is used, enemy units targeting the bearer or his unit can only fire Snap Shots until the start of the bearer's next turn."] : 80

2 10 man warriors squads, each with a Ghost Ark (235x2) : 470

a Squad of 5 deathmarks : 90

A Spyder (in addition to the Harvest Spyder? So he had 2 in his list?) : 50

[Judicator Battalion]
Triarch Stalker : 125
A 10 man squad of those jump infantry with the assault rods and 3++ invuls shields [WTF?! Those "jump" guys are Praetorians. They do NOT get shields. Ever. Lychguard get Shields, but only with Swords, and they are definitely NOT jump infantry] : 280

[Canoptek Harvest]
3 wraiths : 120
units of scarabs : 60
and spyder : 50
Grand Total = 1395 points
(That's a bare bones build with no upgrades)

Soooo... yep, illegal.
Again.
(but HOOOOLY crap, is he taking advantage of your group's lack of knowledge about the Necron codex. I'm suspicious if he was taking two Spyders he might have tried to claim that once the Harvest's Spyder were to die the Wraiths and Scarabs could still get their extra special rules because there was still a Spyder near them, or something).

Also,
 Tsol wrote:
What horrified me was the sheer amount of AP3 weapony he had and how it was equal or outranged all my own weapons. As I've been told and have experienced that most of thier stuff is short to medium range. I'm reading the Necron codex now to double check his point values and his weaponry.
... in that list you posted, there is ONE model with an AP3 weapon: the single generic Cryptek with the Solar Staff. It has a 12" range.

Seriously, if he refuses to stick to the rules you guys may want to start refusing to play against him.
(Alternatively, you could require him to build his lists on BattleScribe. That way he can give you a print out of exactly what he has, point values listed, as well as a summary of all the profiles and special rules at the bottom)

This message was edited 1 time. Last update was at 2017/02/18 16:21:19


 
   
Made in gb
Fully-charged Electropriest






What an unfortunate situation. You should definitely get him to write up his lists and then double check the points values and rules with him. Perhaps it's not malicious, in which case he shouldn't mind you helping him learn his codex and write legal lists.

This message was edited 1 time. Last update was at 2017/02/18 16:37:20


 
   
Made in us
Irked Necron Immortal





Jackson, TN

 Tsol wrote:


He took a CAD along with a Canpek Harvest formation. Specifically:
2 Crypteks,
Orikan, with the staff of Light thing which removes stealth (i know cause he used it first turn)
2 10 man warriors squads, each with a Ghost Ark
a Squad of 5 deathmarks
A Spyder
Triarch Stalker
A 10 man squad of those jump infantry with the assault rods and 3++ invuls shields
Canoptek formation
3 wraiths
units of scarabs
and spyder


What horrified me was the sheer amount of AP3 weapony he had and how it was equal or outranged all my own weapons. As I've been told and have experienced that most of thier stuff is short to medium range. I'm reading the Necron codex now to double check his point values and his weaponry.


Many errors have been covered by others, but I want to put in some extra details:

You listed 3 HQs (2 Crypteks + Orikan), which is not legal in a CAD. He can not use an Ally Detachment that is also Necron and there is not enough troops for a second CAD.

Then there is his illegal models of the Triarch Praetorians that he mixed with Lychguard. Triarch Praetorians are Jump with the Rod of Covenant which is AP2 in shooting and in Close Combat. But the 3++ Shield is exclusive to Lychgaurd who are normal infantry and only have a power sword equipped and no ranged weapons at all.
   
Made in jp
Proud Triarch Praetorian





xlDuke wrote:
What an unfortunate situation. You should definitely get him to write up his lists and then double check the points values and rules with him. Perhaps it's not malicious, in which case he shouldn't mind you helping him learn his codex and write legal lists.

Seriously,
Just get him to go here-
https://battlescribe.net
Download, get the relevant files (eg. Warhammer 40,000), then start building his list.
You should get it too, Tsol, so he can just send you his file and you can send him yours, so you can have all the at-a-glance info you'd need to reference during your games.
Significantly easier and little to no way for mistakes like this to happen in the future.

 
   
Made in gr
Freaky Flayed One





At this point, you're either trolling us, or making a fool of yourself. The person you're playing with is adding stats on his units statlines (wraiths with T6 and 4 attacks base + whip coils).

He's taking units illegal in formations that he cannot. (Walkers and lords in decurions, incomplete destroyer cults etc)

He's not taking units that he IS forced to take in formations that he's using. (He must have a minimum of 3 Tomb blades in a reclamation legion)

He's taking named characters and giving them extra wargear (orikan with solar stuff. He can't buy it. Named characters cannot buy extra wargear)
He's buying wargear with units he cannot buy. He got 3++ invulnerable on a freaking jump unit with AP2 weapons! How can you allow this? How does this make sense in your mind?

He's been abusing all the possible rules that he can (giving his wraiths RP all the time, no matter the spyder. Rerolling 1s on RP saves on anything, even units that are not in the Reclamation Legion formation, like destroyers or wraiths.)

He's playing with 1700+ lists (bare minimum) in 1250 and 1500 games. He's having no problem and no remorse winning in turn 2 or something like that (which means he's doing it on purpose) If I won every game as a massacre I would tone down my list. Instead he keeps on abusing.

You say you downloaded the codex and gave it a look. How can you possibly have downloaded the codex and given it a look and allowed him to play anything close to what you've been describing? You're playing a completely different army. From paying less points, to abusing all formations rules and having no restrictions in list building (adding any units he wants like 3 HQs or random units in decurions).

At this point, and I can't stress this enough, he is doing it on purpose. You could argue he is not, if he wasnt stomping every game and he played some rules wrong that did not favor him, but he's just being abusive and you're allowing it. There's no point in trying to force him a legal list, cause he'll try to cheat in other ways, push your models, move an extra inch and stuff like that. Stop playing with said person, immediately. I've never heard of someone abusing so many rules at once. He litteraly abused everything that could be abused.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in jp
Proud Triarch Praetorian





Hmm, now that I think about it, yeah, this could be a troll post (by someone who was salty at having lost to Necrons so was trying to make out as if they're broken to Ward-Grey-Knights levels of broken).
It might explain all the "wait, what?!" degrees of straight up wrong things being posted about.

 
   
Made in gb
Longtime Dakkanaut




 skoffs wrote:
xlDuke wrote:
What an unfortunate situation. You should definitely get him to write up his lists and then double check the points values and rules with him. Perhaps it's not malicious, in which case he shouldn't mind you helping him learn his codex and write legal lists.

Seriously,
Just get him to go here-
https://battlescribe.net
Download, get the relevant files (eg. Warhammer 40,000), then start building his list.
You should get it too, Tsol, so he can just send you his file and you can send him yours, so you can have all the at-a-glance info you'd need to reference during your games.
Significantly easier and little to no way for mistakes like this to happen in the future.


YMMV, but having got the new Battlescribe (for my Android phone), I am sorely disappointed. It may just be an issue with the Chaos Space Marines datafile, but it's bjorked my army editor - rosters/catalogues take ages to load, changing options takes ages, and the whole thing just falls over on a regular basis. Which is a great shame, as the old battlescribe was just fantastically useful.

Really hope they will address this in a future update.

Back on topic... looks like a learning process for both players here.
   
Made in ca
Been Around the Block




what are the rerolls of 1s from for reanimation?
   
Made in us
Irked Necron Immortal





Jackson, TN

sirknighter wrote:
what are the rerolls of 1s from for reanimation?


The units that are part of the Reclamation Legion that are also partially within 12" of the 'Legion Leader' of that same formation, can re-roll 1s on reanimation protocol.
   
 
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